veloren/voxygen/src/anim/character/gliding.rs

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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
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use common::comp::item::ToolKind;
use std::{f32::consts::PI, ops::Mul};
use vek::*;
pub struct GlidingAnimation;
impl Animation for GlidingAnimation {
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type Dependency = (Option<ToolKind>, Vec3<f32>, Vec3<f32>, Vec3<f32>, f64);
type Skeleton = CharacterSkeleton;
#[allow(clippy::identity_conversion)] // TODO: Pending review in #587
fn update_skeleton(
skeleton: &Self::Skeleton,
(_active_tool_kind, velocity, orientation, last_ori, global_time): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let speed = Vec2::<f32>::from(velocity).magnitude();
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let quick = (anim_time as f32 * 7.0).sin();
let quicka = (anim_time as f32 * 7.0 + PI / 2.0).sin();
let wave_stop = (anim_time as f32 * 1.5).min(PI / 2.0).sin();
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let slow = (anim_time as f32 * 3.0).sin();
let slowb = (anim_time as f32 * 3.0 + PI).sin();
let slowa = (anim_time as f32 * 3.0 + PI / 2.0).sin();
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 4.0)
.floor()
.mul(7331.0)
.sin()
* 0.5,
((global_time + anim_time) as f32 / 4.0)
.floor()
.mul(1337.0)
.sin()
* 0.25,
);
let ori = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let tilt = if Vec2::new(ori, last_ori)
.map(|o| Vec2::<f32>::from(o).magnitude_squared())
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.map(|m| m > 0.0001 && m.is_finite())
.reduce_and()
&& ori.angle_between(last_ori).is_finite()
{
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ori.angle_between(last_ori).min(0.05)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
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};
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next.head.offset = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.ori = Quaternion::rotation_x(0.35 - slow * 0.10 + head_look.y)
* Quaternion::rotation_z(head_look.x + slowa * 0.15);
next.chest.offset = Vec3::new(0.0, 0.0, -2.0);
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next.chest.ori = Quaternion::rotation_z(slowa * 0.2);
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori = Quaternion::rotation_z(slowa * 0.25);
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next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
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next.shorts.ori = Quaternion::rotation_z(slowa * 0.35);
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next.l_hand.offset = Vec3::new(-9.5 + slowa * -1.5, -3.0 + slowa * 1.5, 10.0);
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next.l_hand.ori = Quaternion::rotation_x(-2.7 + slowa * -0.1);
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next.r_hand.offset = Vec3::new(9.5 + slowa * -1.5, -3.0 + slowa * -1.5, 10.0);
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next.r_hand.ori = Quaternion::rotation_x(-2.7 + slowa * -0.10);
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next.l_foot.offset = Vec3::new(
-skeleton_attr.foot.0,
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skeleton_attr.foot.1,
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-9.0 + skeleton_attr.foot.2,
);
next.l_foot.ori = Quaternion::rotation_x(
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(wave_stop * -0.7 - quicka * -0.21 + slow * 0.19) * speed * 0.04,
);
next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(
skeleton_attr.foot.0,
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skeleton_attr.foot.1,
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-9.0 + skeleton_attr.foot.2,
);
next.r_foot.ori = Quaternion::rotation_x(
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(wave_stop * -0.8 + quick * -0.25 + slowb * 0.13) * speed * 0.04,
);
next.r_foot.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, -13.0 + slow * 0.10, 8.0);
next.glider.ori = Quaternion::rotation_x(0.8) * Quaternion::rotation_y(slowa * 0.04);
next.glider.scale = Vec3::one();
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next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
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next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.main.scale = Vec3::one();
next.second.scale = Vec3::one() * 0.0;
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next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.scale = Vec3::one() * 0.65;
next.torso.offset = Vec3::new(0.0, 6.0, 15.0) / 11.0 * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(-0.05 * speed.max(12.0) + slow * 0.06)
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* Quaternion::rotation_y(tilt * 32.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.control.scale = Vec3::one();
next.l_control.scale = Vec3::one();
next.r_control.scale = Vec3::one();
next
}
}